Adventure #14 Return To Pirate's Isle

Programmed by: Scott Adams

Book developed and written by: Staff members of Texas Instruments Instructional Communications.

Copyright © 1983 by Texas Instruments Incorporated. Solid State Cartridge program and data base contents copyright © 1983 by Scott Adams.

See important warranty information at back of book. The World of Adventure

The world of Adventure talces you to To help you select your next many exotic locations. In each Adventure, here is a brief summary Adventure you face unexpected of the Adventures currently danger as you carry out your available. mission. Whether your goal is to explore a mysterious pyramid or escape from a savage jungle, your reasoning power is challenged at every turn.

Pirate's Adventure The Count Ghost Town More to Come

Your adventure begins in a flat in In The Count, you wake from a nap to All ghost towns are mysterious, but this Check with your local dealer or London, but you soon find yourself on a find yourself in a strange bed holding a one holds a particular fascination-it for a list of strange island filled with treasure. tent stake. Now it's up to you to contains both treasures and real ghosts. other available Adventure games. Explore it thoroughly and make friends discover who you are, what you are Explore all of the old buildings and the with its inhabitants, whose help you doing in Transylvania, and why the entire area thoroughly to see how many To order an , write to: need for success. postman delivered a bottle of blood. treasures you can locate. Adventure International, Incorporated Adventureland Savage Island I & II P.O. Box3435 Longwood, Florida32750 The Adventureland game begins in the Your Strange Odyssey begins as you You begin the two-part Savage Island forest of an enchanted world. By realize that you are stranded on a small Series on the edge of an impenetrable orcall, tollfree, 1(800)327-7172 exploring this world, you can locate 13 planetoid and must repair your ship jungle. As you explore the island, you treasures, as well as the special place before you can go home. As you search may meet some very unusual creatures. for storing them to score points. the planet for the necessary parts, you Upon the successful completion of Part However, be careful not to wake the find the ruins of an ancient civilization. 1, you receive the password that sleeping dragon! Try to discover the civilization 's enables you to begin Part 2. If you secrets, collecting treasures as you go . complete the second part of the series, Secret Mission you become the world's greatest hero. Mystery Fun House However, if you fail , you suffer a quick, Your impossible mission starts with a horrible death. tape recorder in a briefing room. Can Before exploring the Mystery Fun you find the mysterious person who just House, you must figure out how to get The Golden Voyage ran out of the room as you try to save inside. Once inside, you'll see all the the world's first nuclear reactor from typical Fun House sights, concealing a Before embarking on your Golden destruction? valuable prize. Voyage, you must locate the royal palace in the Persian city. In the palace, you meet an aging king who only has three days to Jive, unless you can When the Voodoo Castle adventure The Pyramid of Doom adventure starts restore his youth. Starting with only a begins, you are in a chapel looking at a in a desert near a pool of liquid, with a bag of gold, you eventually set sail for closed coffin. By exploring the castle, pole sticking out of the sand. As you the four corners of the globe on a quest you try to find the information investigate further, you find a pyramid for the mythical fountain of youth. necessary to free Count Cristo from the only recently uncovered by the shifting fiendish curse placed on him by his sands. Find its entrance, collect the enemies. treasures, and then try to escape from the pyramid. 2 3 Introducing Return to Pirate's Isle Using the Solid State Cartridge

In Return to Pirate's Isle, you use Inserting Solid State Cartridges is logic and cunning to find 13 hidden easy. If you have any problem treasures. Examine your inserting the cartridge, or if it is surroundings carefully. Every move accidentally removed from the slot you make could lead to a treasure or while in use, please see the "In Case an object you may need to discover a of Difficulty" section in this booklet. treasure. Take your time and be persistent to be successful.

With Return To Pirate's Isle, you can: Inserting the Cartridge 4. Slide the cartridge into the slot on the console. • Ertjoy graphics that create a 3-D effect 1. If you have been programming in BASIC, save your data before • Use a printer to plot your commands inserting a cartridge. When you insert and the responses of the program a cartridge into the console, the computer automatically erases all • Play at your own pace by saving the data or program material you have game on a storage device entered and returns to the master title screen to begin the new • Play with a friend and see who can program. solve the Adventure first 2. Be sure the cartridge is free of static • Become part of a growing number of electricity before inserting it into the avid Adventure players world-wide computer (see the ''Maintenance and Service" section in this booklet). Note: Return to Pirate's Isle is an 5. Press any key to make the master advanced Adventure game and is not 3. Turn the computer ON, and wait for selection list appear. Then, press the recommended for the beginning player. the master title screen to appear. appropriate number key for your selection.

Removing the Cartridge

1. To remove the cartridge at the end of TEXAS INSTRUMENTS play, type QUIT and press ENTER to HOME COMPUTER return to the master title screen. READY - PRESS ANY KEY TO BEGIN 2. Remove the cartridge from the slot.

© 1983 TEXAS INSTRUMENTS

4 5 Before You Begin

Before you start your Adventure, stopping point. Clues are important you can choose several options that in playing Adventure. Consider each make the game more enjoyable. You clue carefully to plan your strategy. can use a printer to plot moves, plan strategy, and provide a record of game action. Because an Adventure can take days or weeks to complete, you may choose to stop and save the l game and resume play at that

Using the Printer Option Saving a Game Reloading a Game Playing Tips

The first item that appears on the As you play an Adventure game, you When you choose to continue your Most of the items listed under screen is the message PRINTER?. may decide to stop and continue it at Adventure, respond to the message VISIBLE ITEMS do not appear another time. RELOAD OLD GAME? that follows the within the picture. If you want a printout of all text PRINTER? message and type Y. appearing as you play, type Y. To save an Adventure in progress, type The computer reads the first 4 letters of the command SA VE GAME in response The program responds with the message each word. For example, the command If you type Y, the program message to the COMMAND ME: screen message. DEVICE?. Type the Device name you START ENGINE can be entered as DEVICE? appears. Type the used when saving the game (CSl for STARENGI to save time. specifications of your printer and press Next, the program asks you DEVICE? . cassette or DSKl jilename for diskette) ENTER. (See your RS232 and printer Save the game on either a diskette or and press ENTER. (See your TI-99/4A Chart your travels by drawing a map. manuals for further information.) cassette. If you are saving the game on User's Reference Guide or RS232 cassette, type CSL If you are saving the Manual for additional information.) Be sure to carefully examine the items If you do not wish to use a printer, press game on diskette, type DSKljilename. you find during your Adventure. ENTER or any key, except Y. Press ENTER. (See your TI-99/4A Note: You are limited to 12 characters User's Reference Guide for additional when defining Device. Keep in mind that most problems only Note: Your printer must have the Word information.) require common sense to solve. Length set to 7-bit and the Auto Feed If you do not wish to reload an old game, set to ON. For the TI printer, insure that After completing the Save procedure, press any key (except Y) to proceed. If you are faced with the possibility of Dip Switches SW 2-1 and SW 4-3 are the message COMMAND ME : appears. To losing the game on your next move, ON . For other printers, refer to your continue the game, enter the command save the game before entering your owner's manual for the correct settings. for your next move. To stop the game, next command. Then, if you lose, you type QUIT and press ENTER. can reload the game and try a different Make sure that your Device name is no move. longer than 13 characters. An example I of a Device name is: RS232 .BA = 1200. '

6 7 Your Adventure Begins

It is now time to step into the death await you? Good luck and good unknown. Your mission is to locate hunting! thirteen hidden treasures. You must find and dep.osit the treasures in a secret place to score points. Carefully plan your moves to avoid unexpected dangers as you search for the treasures. Does wealth or

Playing Screen Commands Clues for Playing Adventure #14

The top of the screen shows a picture of In response to the message COMMAND For those of you familiar with the the current surroundings. ME : type a command (usually two Adventure series, Adventure #14, words consisting of an action verb, Return To Pirate's Isle, is a sequel to The bottom half of the screen gives you followed by a noun or direction) and Adventure #2 , Pirate's Adventure. a brief description of your O.K. press ENTER. surroundings. A treasure is designated I ' M ON DECK . SOME VISIBLE You use information gained in by an asterisk (•)next to it on the ITEMS : The nouns or directions that you enter Adventure #2 to find an object you need V I S I BLE ITEMS list. DOCK , SEA . OBVIOUS EXITS : DOWN to complete your commands are taken to discover one treasure in Adventure I HEAR ALARM CLOCK RINGING from the list of visible items, directions #14. The message COMMAND ME : appears at SOMEWHERE . shown in the description of the screen, - COMMAND ME · the bottom of the screen. or from clues in the graphic. If you have yet to play Adventure #2 , decode the following clue. DO NOT USE If you do not wish to use the screen As you play Adventure, you discover THIS CLUE UNTIL YOU ARE BY THE graphics, press Z. This eliminates the new commands. Some examples of CRACK IN THE ROCK! pictures. Press Z again to restore the commands you might use are listed pictures. below. ECNO OUY ERA EDISNI EHT KC ARC NI EHT KCOR, UOY LLIW EB NI A CLIMB ROCK DROP HAMMER The following illustrations show EGRAL NREVAC. NI EHT NREVAC SI ENTER CAVE LOOKUP examples of two screens from this A DEHSLOOT. A REMMAH SI NI EHT - + COMMAND ME : GO DOCK FEEL AROUND GO WEST Adventure and the command used to DEHSLOOT. OT TIXE EHT DEHS, OG O.K. LOOK DOWN MOVE DESK proceed from the first screen to the I ' M ON DOCK . SOME VISIBLE HTRON . second. ITEMS : SEA, BOAT . There are some one-word commands, OBVIOUS EXITS : NORTH such as INVENTORY (tells you what If, at the beginning of the game, you - COMMAND ME : items you currently have in your have difficulty getting started, decode possession) and SCORE (tells you your the following commands. present score). 1. TEG PU Note: When you type a command to 2. LEEF DNUORA TAKE an item, the screen may tell you 3. EBIRCSED TI that you are wearing it. At other times you must type WEAR item if you want to put the item on. There are also subtle differences in similar commands. For instance, READ item could result in something entirely different from EXAMINE item. 8 9 The End of Your Adventure Maintenance and Service

To successfully complete the game, Cartridges are durable devices, but you must find and store all the they should be handled with the same treasures. But be careful, if you care you would give any other piece make a wrong move, you may end up of software media. Information in "Never Never Land" and the game concerning use and service can be ends. found in your User's Reference Guide.

Scoring Ending the Game Caring for the Cartridge In Case of Difficulty

To accumulate points, find the There are two ways of ending a game. Keep the cartridge clean and dry. If the cartridge programs do not appear treasures and locate the secret place to be operating properly, return to the where they must be deposited. When you wish to stop a game, type Caution: The contents of a cartridge master title screen by pressing QUIT. QUIT and press ENTER. can be damaged by static electricity Withdraw the cartridge, align it with Your score is calculated on a scale of 0 discharges. the cartridge opening, and carefully (for no treasures deposited in the secret Note: If you wish to continue the game reinsert it. Then press any key to make place) to 100 (for all treasures at another time, be sure to save the Static electricity build ups are more the master selection screen appear. deposited). To see your score during the game on diskette or cassette before you likely to occur when the humidity of the (Note: In some instances, it may be game, typeSCOREwhenCOMMAND ME : type the QUIT command. air is low (during winter and in areas necessary to turn the computer off, appears on the screen. with dry climates). To avoid damaging wait several seconds, and then turn it If you lose the game as a result of a the cartridge, touch any metal object (a on again.) One of the treasures counts your wrong move, the program responds, doorknob, a desklamp, etc.) before moves. Once you have found this I ' M IN NEVER NEVER LAND . GAME handling it. If the cartridge is removed from the slot treasure, you can keep track of the OVER . HIT Y TO REPLAY . while the cartridge contents are being number of moves you have taken. If static electricity is a problem where used, the computer may behave To replay, press Y. To stop the program, you live, you may want to buy a special erratically. To restore the computer to press QUIT. carpet treatment that reduces static normal operation, turn the computer build up. These preparations are usually off and wait a few seconds. Then, available from hardware and office reinsert the cartridge and turn the supply dealers. computer on again.

10 11 Three-Month Llmited Warranty Home Computer Software Cartridge Texas Instruments Consumer Service Facilities

Texaslnstru:mentslncorporated extends this consu:mer warranty only to the original consu:mer purchaser.

Warranty Coverage be liable for loss of use of the U.S. Residents: specific requirements of the consumer. Hardware or other incidental or The consumer assumes complete This warranty covers the electronic and consequential costs, expenses, or Texas Instruments Service Facility responsibility for any decision made or case components of the software damages incurred by the consumer or P.O. Box2500 actions taken based on information cartridge. These components include all any other user. Lubbock,Texas79408 obtained using the Programs. Any semiconductor chips and devices, statements made concerning the utility plastics, boards, wiring and all other Some states do not allow the exclusion Canadian Residents: of the Programs are not to be construed hardware contained in this cartridge or limitation of implied warranties or as express or implied warranties. ("the Hardware"). This limited consequential damages, so the above Texas Instruments Consumer Service warranty does not extend to the limitations or exclusions may not apply 41 Shelley Road Texas Instruments makes no programs contained in the software to you in those states. Richmond Hill, Ontario, Canada warranty, either express or implied, cartridge and in the accompanying book L4C5G4 including but not limited to any materials(' 'the Programs''). Legal Remedies implied warranties of Consumers in California and Oregon merchantability and fitness for a The Hardware is warranted against This warranty gives you specific legal may contact the following Texas particular purpose, regarding the malfunction due to defective materials rights, and you may also have other Instruments offices for additional programs and makes all programs or construction. This warranty is void rights that vary from state to state. assistance or information. available solely on an "as is" basis. ifthe Hardware has been da:maged by In no event shall Texas Instruments accident, unreasonable use, neglect, Performance by TI Under Warranty Texas Instruments Consumer Service be liable to anyone for special, improper service or other causes not 831 South Douglas Street collateral, incidental, or arising out of defects in materials or During the above three-month El Segundo, California 90245 consequential damages in connection workmanship. warranty period, defective Hardware (213) 973-1803 with or arising out of the purchase or will be replaced when it is returned use of the programs and the sole and Warranty Duration postage prepaid to a Texas Instruments Texas Instruments Consumer Service exclusive liability of Texas Service Facility listed below. The 6700 Southwest 105th Instruments, regardless of the form The Hardware is warranted for a period replacement Hardware will be Kristin Square, Suite 110 of action, shall not exceed the of three months from the date of the warranted for three months from date Beaverton, Oregon 97005 purchase price of the software original purchase by the consumer. of replacement. Other than the postage (503)643-6758 cartridge. Moreover, Texas requirement, no charge will be made for Instruments shall not be liable for Warranty Disclaimers replacement. Important Notice of Disclaimer any claim of any kind whatsoever by Regarding the Programs any other party against the user of Any implied warranties arising out TI strongly recommends that you insure the programs. of this sale, including but not limited the Hardware for value prior to mailing. The following should be read and to the implied warranties of understood before purchasing and/or Some states do not allow the exclusion :merchantability and fitness for a using the software cartridge. or limitation of implied warranties or particular purpose, are limited in consequential damages, so the above duration to the above three-month TI does not warrant that the Programs limitations or exclusions may not apply period. Texas Instruments shall not will be free from error or will meet the to you in those states. 12 Quick Reference Guide

TI-99/4A

ENTER Instructs the computer to accept the commands you type.

( +-) FCTN S Moves the cursor one space to the left, erasing one character at a time, when you press it before pressing ENTER.

Z Eliminates the pictures on the screen. Press Z again to restore the pictures.

Shows you an inventory of all things in your possession.

L Allows you to look at an object or location.

Texas Instruments invented the integrated circuit, the microprocessor, and the microcomputer. Being first is our tradition.

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